Reduces cell charge to 750, spoolup time to 1 and reduces self-stun if missed.
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@@ -4,6 +4,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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*/
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/obj/item/dogborg/jaws
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var/cellcost
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name = "Dogborg jaws"
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desc = "The jaws of the debug errors oh god."
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icon = 'icons/mob/dogborg.dmi'
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@@ -19,28 +20,23 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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desc = "The jaws of the law. Very sharp."
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icon_state = "jaws"
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force = 12
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cellcost = 1000 // Secborg can only harm with the baton, why does the K9 get a free module to do 12 damage with?
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attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
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/obj/item/dogborg/jaws/small
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name = "puppy jaws"
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desc = "Rubberized teeth designed to protect accidental harm. Sharp enough for specialized tasks however."
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icon_state = "smalljaws"
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force = 6
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cellcost = 500 // Less cell use for the smaller jaws.
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attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
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var/status = 0
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/obj/item/dogborg/jaws/small/attack(atom/A, mob/living/silicon/robot/user)
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/obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
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..()
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user.cell.use(500) // Less cell use for the smaller jaws.
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user.cell.use(cellcost)
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user.do_attack_animation(A, ATTACK_EFFECT_BITE)
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log_combat(user, A, "bit")
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/obj/item/dogborg/jaws/big/attack(atom/A, mob/living/silicon/robot/user)
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..()
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user.cell.use(1000) // Secborg can only harm with the baton, why does the K9 get a free module to do 12 damage with?
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user.do_attack_animation(A, ATTACK_EFFECT_BITE)
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log_combat(user, A, "bit")
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/obj/item/dogborg/jaws/small/attack_self(mob/user)
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var/mob/living/silicon/robot.R = user
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@@ -316,7 +312,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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var/leaping = 0
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var/pounce_cooldown = 0
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var/pounce_cooldown_time = 20 //Buffed to counter balance changes
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var/pounce_spoolup = 2
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var/pounce_spoolup = 1
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var/leap_at
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var/disabler
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var/laser
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@@ -346,7 +342,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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//It's also extremely buggy visually, so it's balance+bugfix
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return
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if(cell.charge <= 1000)
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if(cell.charge <= 750)
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to_chat(src,"<span class='danger'>Insufficent reserves for jump actuators!</span>")
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return
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@@ -356,7 +352,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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pixel_y = 10
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update_icons()
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throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
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cell.use(1000) //Same as stunbaton
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cell.use(750) //Same as stunbaton
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weather_immunities -= "lava"
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/mob/living/silicon/robot/throw_impact(atom/A)
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@@ -374,13 +370,13 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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blocked = 1
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if(!blocked)
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L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
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L.Knockdown(iscarbon(L) ? 225 : 25) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
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L.Knockdown(iscarbon(L) ? 225 : 45) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
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playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
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sleep(2)//Runtime prevention (infinite bump() calls on hulks)
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step_towards(src,L)
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log_combat(src, L, "borg pounced")
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else
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Knockdown(25, 1, 1)
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Knockdown(15, 1, 1)
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pounce_cooldown = !pounce_cooldown
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spawn(pounce_cooldown_time) //3s by default
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@@ -388,7 +384,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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else if(A.density && !A.CanPass(src))
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visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='userdanger'>You smash into [A]!</span>")
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playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
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Knockdown(25, 1, 1)
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Knockdown(15, 1, 1)
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if(leaping)
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leaping = 0
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